Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation

dc.contributor.authorHadan, Hilda
dc.contributor.authorZhang-Kennedy, Leah
dc.contributor.authorNacke, Lennart
dc.date.accessioned2024-11-27T17:41:50Z
dc.date.available2024-11-27T17:41:50Z
dc.date.issued2024-10-14
dc.description© Hadan, Zhang-Kennedy, Nacke | ACM (2024). This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in CHI PLAY Companion '24, https://doi.org/10.1145/3665463.3678820.
dc.description.abstractAs Virtual Reality (VR) games become more popular, it is crucial to understand how deceptive game design patterns manifest and impact player experiences in this emerging medium. Our study sheds light on the presence and effects of manipulative design techniques in commercial VR games compared to a traditional computer game. We conducted an autoethnography study and developed a VR Deceptive Game Design Assessment Guide based on a critical literature review. Using our guide, we compared how deceptive patterns in a popular computer game are different from two commercial VR titles. While VR’s technological constraints, such as battery life and limited temporal manipulation, VR’s unique sensory immersion amplified the impact of emotional and sensory deception. Current VR games showed similar but evolved forms of deceptive design compared to the computer game. We forecast more sophisticated player manipulation as VR technology advances. Our findings contribute to a better understanding of how deceptive game design persists and escalates in VR. We highlight the urgent need to develop ethical design guidelines for the rapidly advancing VR games industry.
dc.description.sponsorshipThis project has been funded by the Office of the Privacy Commissioner of Canada (OPC); the views expressed herein are those of the author(s) and do not necessarily reflect those of the OPC. Social Sciences and Humanities Research Council (SSHRC), INSIGHT Grant (#435- 2022-0476) || Natural Sciences and Engineering Research Council of Canada (NSERC), Discovery Grant (#RGPIN-2023-03705) || Canada Foundation for Innovation (CFI), John R. Evans Leaders Fund (#41844) || NSERC, Discovery Grant (#RGPIN-2022-03353).
dc.identifier.urihttps://doi.org/10.1145/3665463.3678820
dc.identifier.urihttps://hdl.handle.net/10012/21207
dc.language.isoen
dc.publisherAssociation for Computing Machinery
dc.relation.ispartofseriesCHI PLAY Companion '24
dc.rightsAttribution-NonCommercial-ShareAlike 4.0 Internationalen
dc.rights.urihttp://creativecommons.org/licenses/by-nc-sa/4.0/
dc.subjectdeceptive design
dc.subjectdark patterns
dc.subjectvirtual reality
dc.subjectplayer experience
dc.subjectautoethnography
dc.titleComputer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation
dc.typeArticle
dcterms.bibliographicCitationHilda Hadan, Leah Zhang-Kennedy, and Lennart E. Nacke. 2024. Computer-based Deceptive Game Design in Commercial Virtual Reality Games: A Preliminary Investigation. In Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY Companion '24). Association for Computing Machinery, New York, NY, USA, 109–123. https://doi.org/10.1145/3665463.3678820
uws.contributor.affiliation1Stratford School of Interaction Design and Business
uws.contributor.affiliation2Games Institute
uws.peerReviewStatusReviewed
uws.scholarLevelGraduate
uws.typeOfResourceTexten

Files

Original bundle

Now showing 1 - 1 of 1
No Thumbnail Available
Name:
3665463.3678820.pdf
Size:
1.41 MB
Format:
Adobe Portable Document Format

License bundle

Now showing 1 - 1 of 1
No Thumbnail Available
Name:
license.txt
Size:
4.47 KB
Format:
Item-specific license agreed upon to submission
Description: